3DS Forum

I have to say it only took like 5 seconds to download all the DLC. That tells me that all the content was already on the cartridge. They just unlocked it.

Assuming that a quick download speed means it's already on-cartridge is silly. Let's put this in perspective: The original Super Mario Bros takes about (usually less than, depending) a second to download. I think it's around 45 KB. That's the entire game, its music, sound effects, graphics, and 32 levels.

2D level files are either extremely small or a programmer at Nintendo is doing something wrong. This shouldn't surprise anyone.

I made Kid Tripp! PocketGamer gave it a 9 out of 10! You should totally buy it now!
[16:39] BadKitty: you trying to steal stuff from me? u_u
[16:41] kribs: don't worry Emmy, even if poix tried to steal something from you, he wouldn't finish stealing it

What proof do you need? Why would you re-download objects in a game? All code is basically, is just text. You download instructions for the new levels. The game reads it and uses the objects already in the game.

I made Kid Tripp! PocketGamer gave it a 9 out of 10! You should totally buy it now!
[16:39] BadKitty: you trying to steal stuff from me? u_u
[16:41] kribs: don't worry Emmy, even if poix tried to steal something from you, he wouldn't finish stealing it

It wasn't on there. It's just all you downloaded was code. You're not downloading any new game models or anything. NSMB2 is a pretty small game because Nintendo is efficient with compression and things like that to save on memory.

You downloaded new course designs, which in itself doesn't take much space. It wasn't already on the game.

I need proof. I downloaded all three dlc packs in less than 5 seconds. They can't be that small in size no way. I'm on virgin 60mb package

In super basic terms, the level design could be stored extremely efficiently as pure numerical data (it won't be stored like this, because there are even more efficient ways, but go with this for now). Let's say (in a very basic system) you represent a block (ie, any ingame object) by two digits for the type of block and 4 digits for the grid position on-screen (2 for X, 2 for Y).
Let's say that a pipe is block 00, and we're placing it at grid tile (10, 20), so it appears at the start of the level. The data would simply be 001020. The game can read that and say "ok, 00 is a pipe, 10 is the X position and 20 is the Y position"
All of the graphics and sounds are already in the game, all the game has to do is download a big chunk of numbers. And numerical data is tiny. To demonstrate, I just created a file on my laptop with 150,000 numbers in it, which would support 25,000 blocks in our level builder. It's 130kb, uncompressed. Which would take less than a tenth of a second to download. I highly doubt that Nintendo's level packs are in uncompressed format, either. Levels can be stored in a tiny amount of data.

ACNF: Visit Somni! DC: 7000 3442 7110
theblackdragon: ahaha perfect response to that thread, raylax
theblackdragon: eff your other responses, though
theblackdragon: all of them
theblackdragon: in the entire history of ever >:[
theblackdragon: they've all sucked

It wasn't on there. It's just all you downloaded was code. You're not downloading any new game models or anything. NSMB2 is a pretty small game because Nintendo is efficient with compression and things like that to save on memory.

You downloaded new course designs, which in itself doesn't take much space. It wasn't already on the game.

I need proof. I downloaded all three dlc packs in less than 5 seconds. They can't be that small in size no way. I'm on virgin 60mb package

In super basic terms, the level design could be stored extremely efficiently as pure numerical data (it won't be stored like this, because there are even more efficient ways, but go with this for now). Let's say (in a very basic system) you represent a block (ie, any ingame object) by two digits for the type of block and 4 digits for the grid position on-screen (2 for X, 2 for Y).
Let's say that a pipe is block 00, and we're placing it at grid tile (10, 20), so it appears at the start of the level. The data would simply be 001020. The game can read that and say "ok, 00 is a pipe, 10 is the X position and 20 is the Y position"

All of the graphics and sounds are already in the game, all the game has to do is download a big chunk of numbers. And numerical data is tiny. To demonstrate, I just created a file on my laptop with 150,000 numbers in it, which would support 25,000 blocks in our level builder. It's 130kb, uncompressed. Which would take less than a tenth of a second to download. I highly doubt that Nintendo's level packs are in uncompressed format, either. Levels can be stored in a tiny amount of data.